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A few Castle Ravenloft (boardgame) questions...
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<blockquote data-quote="Jasperak" data-source="post: 5438122" data-attributes="member: 2487"><p>Thanks Marius for the help.</p><p></p><p>I started a longish post on questioning when and how monster and encounter cards are drawn and have realized that there may be a gross misreading of the rules on placing tiles and drawing monsters and encounters and the effect that white triangles have on both. </p><p></p><p>Before I post more, I am going to ask my friend how exactly THEY ran the game. When we played it seemed much safer to explore new tiles than to stick together. The game ended with ONE character fighting the big bad monster and everyone else at least two tiles away.</p><p></p><p>Again, we had a blast playing but something didn't seem right with me, and I am beginning to think they misread the rules. I am glad that WOTC posted the rules for the game so I can see if we misinterpreted those rules.</p><p></p><p>As a postscript, while they have had a lot a fun playing the game, they also mentioned that more games than not end in defeat. While they attributed that to bad roles, their tactical knowledge and application of abilities was good, and I at the time questioned the design intentions. I may have been wrong, based on their flawed interpretation of the rules. I hope so because we had a lot of fun, but the game seemed way too deadly to me to use as a go to game for hack and slash fun. I even said that games such as Dungeon! and Heroquest--of which between us we have both copies--would be better to play. I really want to like this game (and others following in its line).</p><p></p><p>If you are interested, stand by to see how this turns out. I will say this though. We had a <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />ing blast playing. Aside from a lack of clarifications in the rules (concerning adjacency and a few others), this game delivered an evening of fun; the problems I encountered may have been from this group's reading of the rules.</p></blockquote><p></p>
[QUOTE="Jasperak, post: 5438122, member: 2487"] Thanks Marius for the help. I started a longish post on questioning when and how monster and encounter cards are drawn and have realized that there may be a gross misreading of the rules on placing tiles and drawing monsters and encounters and the effect that white triangles have on both. Before I post more, I am going to ask my friend how exactly THEY ran the game. When we played it seemed much safer to explore new tiles than to stick together. The game ended with ONE character fighting the big bad monster and everyone else at least two tiles away. Again, we had a blast playing but something didn't seem right with me, and I am beginning to think they misread the rules. I am glad that WOTC posted the rules for the game so I can see if we misinterpreted those rules. As a postscript, while they have had a lot a fun playing the game, they also mentioned that more games than not end in defeat. While they attributed that to bad roles, their tactical knowledge and application of abilities was good, and I at the time questioned the design intentions. I may have been wrong, based on their flawed interpretation of the rules. I hope so because we had a lot of fun, but the game seemed way too deadly to me to use as a go to game for hack and slash fun. I even said that games such as Dungeon! and Heroquest--of which between us we have both copies--would be better to play. I really want to like this game (and others following in its line). If you are interested, stand by to see how this turns out. I will say this though. We had a :):):):)ing blast playing. Aside from a lack of clarifications in the rules (concerning adjacency and a few others), this game delivered an evening of fun; the problems I encountered may have been from this group's reading of the rules. [/QUOTE]
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